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Game改成World,Process改成VProcess(虚拟进程)

tanghai 2 лет назад
Родитель
Сommit
7dd68e1d53
100 измененных файлов с 144 добавлено и 187 удалено
  1. 2 2
      DotNet/Loader/CodeLoader.cs
  2. 21 22
      DotNet/Loader/Init.cs
  3. 2 2
      Share/Tool/Init.cs
  4. 0 11
      Unity/Assets/Scripts/Core/Game/ISingletonScheduler.cs
  5. 0 11
      Unity/Assets/Scripts/Core/Process/IProcessSingletonLateUpdate.cs.meta
  6. 0 11
      Unity/Assets/Scripts/Core/Process/IProcessSingletonLoad.cs.meta
  7. 0 11
      Unity/Assets/Scripts/Core/Process/IProcessSingletonUpdate.cs.meta
  8. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonAwake.cs
  9. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonAwake.cs.meta
  10. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonLateUpdate.cs
  11. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonLateUpdate.cs.meta
  12. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonLoad.cs
  13. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonLoad.cs.meta
  14. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonUpdate.cs
  15. 1 1
      Unity/Assets/Scripts/Core/Process/IVProcessSingletonUpdate.cs.meta
  16. 1 1
      Unity/Assets/Scripts/Core/Process/Module/CoroutineLock/CoroutineLockComponent.cs
  17. 2 2
      Unity/Assets/Scripts/Core/Process/Module/Entity/Entity.cs
  18. 4 4
      Unity/Assets/Scripts/Core/Process/Module/Entity/EntitySceneFactory.cs
  19. 1 1
      Unity/Assets/Scripts/Core/Process/Module/Entity/EntitySystemSingleton.cs
  20. 2 2
      Unity/Assets/Scripts/Core/Process/Module/Entity/Root.cs
  21. 4 4
      Unity/Assets/Scripts/Core/Process/Module/Entity/Scene.cs
  22. 1 1
      Unity/Assets/Scripts/Core/Process/Module/IdGenerater/IdGenerater.cs
  23. 26 19
      Unity/Assets/Scripts/Core/Process/Module/ObjectPool/ObjectPool.cs
  24. 7 7
      Unity/Assets/Scripts/Core/Process/Module/ProcessActor/ProcessActor.cs
  25. 1 1
      Unity/Assets/Scripts/Core/Process/Module/Synchronization/MainThreadSynchronizationContext.cs
  26. 1 1
      Unity/Assets/Scripts/Core/Process/Module/Time/TimeInfo.cs
  27. 1 1
      Unity/Assets/Scripts/Core/Process/Module/Timer/TimerComponent.cs
  28. 0 11
      Unity/Assets/Scripts/Core/Process/Process.cs.meta
  29. 0 11
      Unity/Assets/Scripts/Core/Process/ProcessSingleton.cs.meta
  30. 29 34
      Unity/Assets/Scripts/Core/Process/VProcess.cs
  31. 11 0
      Unity/Assets/Scripts/Core/Process/VProcess.cs.meta
  32. 7 7
      Unity/Assets/Scripts/Core/Process/VProcessSingleton.cs
  33. 11 0
      Unity/Assets/Scripts/Core/Process/VProcessSingleton.cs.meta
  34. 1 1
      Unity/Assets/Scripts/Core/World.meta
  35. 0 0
      Unity/Assets/Scripts/Core/World/IMessage.cs
  36. 0 0
      Unity/Assets/Scripts/Core/World/IMessage.cs.meta
  37. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonAwake.cs
  38. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonAwake.cs.meta
  39. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonLateUpdate.cs
  40. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonLateUpdate.cs.meta
  41. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonLoad.cs
  42. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonLoad.cs.meta
  43. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonUpdate.cs
  44. 0 0
      Unity/Assets/Scripts/Core/World/ISingletonUpdate.cs.meta
  45. 0 0
      Unity/Assets/Scripts/Core/World/Module.meta
  46. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config.meta
  47. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs
  48. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs.meta
  49. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigComponent.cs
  50. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigComponent.cs.meta
  51. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigSingleton.cs
  52. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigSingleton.cs.meta
  53. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/IConfig.cs
  54. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/IConfig.cs.meta
  55. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/IMerge.cs
  56. 0 0
      Unity/Assets/Scripts/Core/World/Module/Config/IMerge.cs.meta
  57. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem.meta
  58. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/BaseAttribute.cs
  59. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/BaseAttribute.cs.meta
  60. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/EventAttribute.cs
  61. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/EventAttribute.cs.meta
  62. 1 1
      Unity/Assets/Scripts/Core/World/Module/EventSystem/EventSystem.cs
  63. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/EventSystem.cs.meta
  64. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/IEvent.cs
  65. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/IEvent.cs.meta
  66. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/IInvoke.cs
  67. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/IInvoke.cs.meta
  68. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/InvokeAttribute.cs
  69. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/InvokeAttribute.cs.meta
  70. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/TypeSystems.cs
  71. 0 0
      Unity/Assets/Scripts/Core/World/Module/EventSystem/TypeSystems.cs.meta
  72. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log.meta
  73. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs
  74. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs.meta
  75. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/Log.cs
  76. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/Log.cs.meta
  77. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/Logger.cs
  78. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/Logger.cs.meta
  79. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/NLogger.cs
  80. 0 0
      Unity/Assets/Scripts/Core/World/Module/Log/NLogger.cs.meta
  81. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network.meta
  82. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/AChannel.cs
  83. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/AChannel.cs.meta
  84. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/AService.cs
  85. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/AService.cs.meta
  86. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/Circularbuffer.cs
  87. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/Circularbuffer.cs.meta
  88. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/ErrorCore.cs
  89. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/ErrorCore.cs.meta
  90. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/Extensions.cs
  91. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/Extensions.cs.meta
  92. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/IPEndPointNonAlloc.cs
  93. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/IPEndPointNonAlloc.cs.meta
  94. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/KChannel.cs
  95. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/KChannel.cs.meta
  96. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/KService.cs
  97. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/KService.cs.meta
  98. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/MessageAttribute.cs
  99. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/MessageAttribute.cs.meta
  100. 0 0
      Unity/Assets/Scripts/Core/World/Module/Network/MessagePool.cs

+ 2 - 2
DotNet/Loader/CodeLoader.cs

@@ -7,7 +7,7 @@ using System.Runtime.Loader;
 namespace ET
 {
    
-    public class CodeLoader: ProcessSingleton<CodeLoader>
+    public class CodeLoader: VProcessSingleton<CodeLoader>
     {
         private AssemblyLoadContext assemblyLoadContext;
 
@@ -39,7 +39,7 @@ namespace ET
             byte[] pdbBytes = File.ReadAllBytes("./Hotfix.pdb");
             Assembly hotfixAssembly = assemblyLoadContext.LoadFromStream(new MemoryStream(dllBytes), new MemoryStream(pdbBytes));
 
-            Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(Assembly.GetEntryAssembly(), typeof(Init).Assembly, typeof (Process).Assembly, this.model, hotfixAssembly);
+            Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(Assembly.GetEntryAssembly(), typeof(Init).Assembly, typeof (VProcess).Assembly, this.model, hotfixAssembly);
 			
             EventSystem.Instance.Add(types);
         }

+ 21 - 22
DotNet/Loader/Init.cs

@@ -7,7 +7,7 @@ namespace ET
 {
 	public static class Init
 	{
-		private static Process process;
+		private static VProcess vProcess;
 		
 		public static void Start()
 		{
@@ -17,34 +17,33 @@ namespace ET
 				{
 					Log.Error(e.ExceptionObject.ToString());
 				};
-
-				process = Game.Instance.Create();
 				
-				// 异步方法全部会回掉到主线程
-				process.AddSingleton<MainThreadSynchronizationContext>();
-
 				// 命令行参数
 				Parser.Default.ParseArguments<Options>(System.Environment.GetCommandLineArgs())
-					.WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
-					.WithParsed(Game.Instance.AddSingleton);
-				Game.Instance.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
-				Game.Instance.AddSingleton<EventSystem>();
-				ThreadPoolScheduler threadPoolScheduler = Game.Instance.AddSingleton<ThreadPoolScheduler>();
-				threadPoolScheduler.ThreadCount = 10;
-				
+						.WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
+						.WithParsed(World.Instance.AddSingleton);
+				World.Instance.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
 				ETTask.ExceptionHandler += Log.Error;
 				
-				process.AddSingleton<TimeInfo>();
-				process.AddSingleton<ObjectPool>();
-				process.AddSingleton<IdGenerater>();
+				World.Instance.AddSingleton<VProcessSingleton>();
+				World.Instance.AddSingleton<EventSystem>();
+				World.Instance.AddSingleton<ObjectPool>();
+				ThreadPoolScheduler threadPoolScheduler = World.Instance.AddSingleton<ThreadPoolScheduler>();
+				threadPoolScheduler.ThreadCount = 10;
+
+				vProcess = VProcessSingleton.Instance.Create();
 				
-				process.AddSingleton<TimerComponent>();
-				process.AddSingleton<CoroutineLockComponent>();
+				// 异步方法全部会回掉到主线程
+				vProcess.AddSingleton<MainThreadSynchronizationContext>();
+				vProcess.AddSingleton<TimeInfo>();
+				vProcess.AddSingleton<IdGenerater>();
+				vProcess.AddSingleton<TimerComponent>();
+				vProcess.AddSingleton<CoroutineLockComponent>();
 				
 				
 				Log.Console($"{Parser.Default.FormatCommandLine(Options.Instance)}");
 
-				process.AddSingleton<CodeLoader>().Start();
+				vProcess.AddSingleton<CodeLoader>().Start();
 			}
 			catch (Exception e)
 			{
@@ -54,17 +53,17 @@ namespace ET
 
 		public static void Update()
 		{
-			process.Update();
+			vProcess.Update();
 		}
 
 		public static void LateUpdate()
 		{
-			process.LateUpdate();
+			vProcess.LateUpdate();
 		}
 
 		public static void FrameFinishUpdate()
 		{
-			process.FrameFinishUpdate();
+			vProcess.FrameFinishUpdate();
 		}
 	}
 }

+ 2 - 2
Share/Tool/Init.cs

@@ -19,8 +19,8 @@ namespace ET.Server
                 // 命令行参数
                 Parser.Default.ParseArguments<Options>(args)
                     .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
-                    .WithParsed(Game.Instance.AddSingleton);
-                Game.Instance.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
+                    .WithParsed(World.Instance.AddSingleton);
+                World.Instance.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
                 
                 //Process process = Game.Instance.Create();
                 // 异步方法全部会回掉到主线程

+ 0 - 11
Unity/Assets/Scripts/Core/Game/ISingletonScheduler.cs

@@ -1,11 +0,0 @@
-namespace ET
-{
-    public interface ISingletonScheduler
-    {
-        void StartScheduler();
-        
-        void StopScheduler();
-
-        void Add(Process process);
-    }
-}

+ 0 - 11
Unity/Assets/Scripts/Core/Process/IProcessSingletonLateUpdate.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 1b294c74ac53a5746a08ad5926b43859
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Unity/Assets/Scripts/Core/Process/IProcessSingletonLoad.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: cdea3f076af273842b30627b5b3566b5
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Unity/Assets/Scripts/Core/Process/IProcessSingletonUpdate.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 9e30ee9e6056e9a45b21a97a6ae519fb
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 1 - 1
Unity/Assets/Scripts/Core/Process/IProcessSingletonAwake.cs → Unity/Assets/Scripts/Core/Process/IVProcessSingletonAwake.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-    public interface IProcessSingletonAwake
+    public interface IVProcessSingletonAwake
     {
         void Awake();
     }

+ 1 - 1
Unity/Assets/Scripts/Core/Game/Module/GameActor/GameActor.cs.meta → Unity/Assets/Scripts/Core/Process/IVProcessSingletonAwake.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 8927ee74103a4e94c92e48f9b8b302d5
+guid: cdacacdfc7d291048915bfb54ed78d66
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 1 - 1
Unity/Assets/Scripts/Core/Process/IProcessSingletonLateUpdate.cs → Unity/Assets/Scripts/Core/Process/IVProcessSingletonLateUpdate.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-    public interface IProcessSingletonLateUpdate
+    public interface IVProcessSingletonLateUpdate
     {
         void LateUpdate();
     }

+ 1 - 1
Unity/Assets/Scripts/Core/Game/ISingletonScheduler.cs.meta → Unity/Assets/Scripts/Core/Process/IVProcessSingletonLateUpdate.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 9c48490358ba9954b812abf6ed2f6b5b
+guid: fe7050fa85a0c334c9541129261fd210
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 1 - 1
Unity/Assets/Scripts/Core/Process/IProcessSingletonLoad.cs → Unity/Assets/Scripts/Core/Process/IVProcessSingletonLoad.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-    public interface IProcessSingletonLoad
+    public interface IVProcessSingletonLoad
     {
         void Load();
     }

+ 1 - 1
Unity/Assets/Scripts/Core/Game/Game.cs.meta → Unity/Assets/Scripts/Core/Process/IVProcessSingletonLoad.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: d6c62fc9ee0960943bd437c0b5ad37ca
+guid: 8383caff721f0c444b146664bb2e0929
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 1 - 1
Unity/Assets/Scripts/Core/Process/IProcessSingletonUpdate.cs → Unity/Assets/Scripts/Core/Process/IVProcessSingletonUpdate.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-    public interface IProcessSingletonUpdate
+    public interface IVProcessSingletonUpdate
     {
         void Update();
     }

+ 1 - 1
Unity/Assets/Scripts/Core/Process/IProcessSingletonAwake.cs.meta → Unity/Assets/Scripts/Core/Process/IVProcessSingletonUpdate.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 05218c9cf2fe09f4a9f1233a535e8bf5
+guid: 417f1246226376142ae4042a29ac6c3b
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/CoroutineLock/CoroutineLockComponent.cs

@@ -3,7 +3,7 @@ using System.Collections.Generic;
 
 namespace ET
 {
-    public class CoroutineLockComponent: ProcessSingleton<CoroutineLockComponent>, ISingletonUpdate
+    public class CoroutineLockComponent: VProcessSingleton<CoroutineLockComponent>, ISingletonUpdate
     {
         private readonly Dictionary<int, CoroutineLockQueueType> dictionary = new();
         private readonly Queue<(int, long, int)> nextFrameRun = new Queue<(int, long, int)>();

+ 2 - 2
Unity/Assets/Scripts/Core/Process/Module/Entity/Entity.cs

@@ -161,7 +161,7 @@ namespace ET
         [BsonIgnore]
         public bool IsDisposed => this.InstanceId == 0;
         
-        public Process Process { get; protected set; }
+        public VProcess VProcess { get; protected set; }
 
         [BsonIgnore]
         private Entity parent;
@@ -206,7 +206,7 @@ namespace ET
                 this.parent.AddToChildren(this);
 
                 this.IScene = this is IScene? this as IScene : this.parent.iScene;
-                this.Process = this.parent.Process;
+                this.VProcess = this.parent.VProcess;
 
 #if ENABLE_VIEW && UNITY_EDITOR
                 this.viewGO.GetComponent<ComponentView>().Component = this;

+ 4 - 4
Unity/Assets/Scripts/Core/Process/Module/Entity/EntitySceneFactory.cs

@@ -2,17 +2,17 @@
 {
     public static class EntitySceneFactory
     {
-        public static Scene CreateScene(Process process, long id, long instanceId, int zone, SceneType sceneType, string name, Entity parent = null)
+        public static Scene CreateScene(VProcess vProcess, long id, long instanceId, int zone, SceneType sceneType, string name, Entity parent = null)
         {
-            Scene scene = new Scene(process, id, instanceId, zone, sceneType, name);
+            Scene scene = new Scene(vProcess, id, instanceId, zone, sceneType, name);
             parent?.AddChild(scene);
             return scene;
         }
 
-        public static Scene CreateScene(Process process, int zone, SceneType sceneType, string name, Entity parent = null)
+        public static Scene CreateScene(VProcess vProcess, int zone, SceneType sceneType, string name, Entity parent = null)
         {
             long instanceId = IdGenerater.Instance.GenerateInstanceId();
-            Scene scene = new Scene(process, zone, instanceId, zone, sceneType, name);
+            Scene scene = new Scene(vProcess, zone, instanceId, zone, sceneType, name);
             parent?.AddChild(scene);
             return scene;
         }

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/Entity/EntitySystemSingleton.cs

@@ -3,7 +3,7 @@ using System.Collections.Generic;
 
 namespace ET
 {
-    public class EntitySystemSingleton: ProcessSingleton<EntitySystemSingleton>, ISingletonAwake, ISingletonUpdate, ISingletonLateUpdate, ISingletonLoad
+    public class EntitySystemSingleton: VProcessSingleton<EntitySystemSingleton>, ISingletonAwake, ISingletonUpdate, ISingletonLateUpdate, ISingletonLoad
     {
         private TypeSystems typeSystems;
 

+ 2 - 2
Unity/Assets/Scripts/Core/Process/Module/Entity/Root.cs

@@ -6,13 +6,13 @@ using System.Text;
 namespace ET
 {
     // 管理根部的Scene
-    public class Root: ProcessSingleton<Root>, ISingletonAwake
+    public class Root: VProcessSingleton<Root>, ISingletonAwake
     {
         public Scene Scene { get; private set; }
 
         public void Awake()
         {
-            this.Scene = EntitySceneFactory.CreateScene(this.Process, 0, SceneType.Process, "Process");
+            this.Scene = EntitySceneFactory.CreateScene(this.VProcess, 0, SceneType.Process, "Process");
         }
 
         public override void Dispose()

+ 4 - 4
Unity/Assets/Scripts/Core/Process/Module/Entity/Scene.cs

@@ -22,14 +22,14 @@ namespace ET
             get;
         }
 
-        public Scene(Process process)
+        public Scene(VProcess vProcess)
         {
-            this.Process = process;
+            this.VProcess = vProcess;
         }
 
-        public Scene(Process process, long id, long instanceId, int zone, SceneType sceneType, string name)
+        public Scene(VProcess vProcess, long id, long instanceId, int zone, SceneType sceneType, string name)
         {
-            this.Process = process;
+            this.VProcess = vProcess;
             this.Id = id;
             this.InstanceId = instanceId;
             this.Zone = zone;

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/IdGenerater/IdGenerater.cs

@@ -139,7 +139,7 @@ namespace ET
         }
     }
 
-    public class IdGenerater: ProcessSingleton<IdGenerater>
+    public class IdGenerater: VProcessSingleton<IdGenerater>
     {
         public const int Mask18bit = 0x03ffff;
 

+ 26 - 19
Unity/Assets/Scripts/Core/Process/Module/ObjectPool/ObjectPool.cs

@@ -3,7 +3,7 @@ using System.Collections.Generic;
 
 namespace ET
 {
-    public class ObjectPool: ProcessSingleton<ObjectPool>
+    public class ObjectPool: Singleton<ObjectPool>
     {
         private readonly Dictionary<Type, Queue<object>> pool = new();
         
@@ -14,35 +14,42 @@ namespace ET
 
         public object Fetch(Type type)
         {
-            Queue<object> queue = null;
-            if (!pool.TryGetValue(type, out queue))
+            lock (this)
             {
-                return Activator.CreateInstance(type);
-            }
+                Queue<object> queue = null;
+                if (!pool.TryGetValue(type, out queue))
+                {
+                    return Activator.CreateInstance(type);
+                }
 
-            if (queue.Count == 0)
-            {
-                return Activator.CreateInstance(type);
+                if (queue.Count == 0)
+                {
+                    return Activator.CreateInstance(type);
+                }
+                return queue.Dequeue();
             }
-            return queue.Dequeue();
         }
 
         public void Recycle(object obj)
         {
             Type type = obj.GetType();
-            Queue<object> queue = null;
-            if (!pool.TryGetValue(type, out queue))
+            lock (this)
             {
-                queue = new Queue<object>();
-                pool.Add(type, queue);
-            }
+                Queue<object> queue = null;
+                if (!pool.TryGetValue(type, out queue))
+                {
+                    queue = new Queue<object>();
+                    pool.Add(type, queue);
+                }
 
-            // 一种对象最大为1000个
-            if (queue.Count > 1000)
-            {
-                return;
+                // 一种对象最大为1000个
+                if (queue.Count > 1000)
+                {
+                    return;
+                }
+
+                queue.Enqueue(obj);
             }
-            queue.Enqueue(obj);
         }
     }
 }

+ 7 - 7
Unity/Assets/Scripts/Core/Process/Module/ProcessActor/ProcessActor.cs

@@ -2,7 +2,7 @@
 
 namespace ET
 {
-    public class ProcessActor: ProcessSingleton<ProcessActor>, IProcessSingletonUpdate, IProcessSingletonAwake
+    public class IvVProcessActor: VProcessSingleton<IvVProcessActor>, IVProcessSingletonUpdate, IVProcessSingletonAwake
     {
         private readonly Dictionary<int, ETTask<IResponse>> requestCallbacks = new();
 
@@ -12,18 +12,18 @@ namespace ET
         
         public void Awake()
         {
-            GameActor.Instance.AddActor(this.Process.Id);
+            WorldActor.Instance.AddActor(this.VProcess.Id);
         }
 
         public override void Dispose()
         {
-            GameActor.Instance.RemoveActor(this.Process.Id);
+            WorldActor.Instance.RemoveActor(this.VProcess.Id);
         }
 
         public void Update()
         {
             this.list.Clear();
-            GameActor.Instance.Fetch(this.Process.Id, 1000, this.list);
+            WorldActor.Instance.Fetch(this.VProcess.Id, 1000, this.list);
             foreach (MessageObject messageObject in this.list)
             {
                 this.HandleMessage(messageObject);    
@@ -44,12 +44,12 @@ namespace ET
                 }
                 case IRequest iRequest:
                 {
-                    GameActor.Instance.Handle(messageObject);
+                    WorldActor.Instance.Handle(messageObject);
                     break;
                 }
                 default: // IMessage:
                 {
-                    GameActor.Instance.Handle(messageObject);
+                    WorldActor.Instance.Handle(messageObject);
                     break;
                 }
             }
@@ -57,7 +57,7 @@ namespace ET
         
         public void Send(int processId, MessageObject messageObject)
         {
-            GameActor.Instance.Send(processId, messageObject);
+            WorldActor.Instance.Send(processId, messageObject);
         }
         
         public async ETTask<IResponse> Call(int processId, IRequest request)

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/Synchronization/MainThreadSynchronizationContext.cs

@@ -4,7 +4,7 @@ using System.Threading;
 namespace ET
 {
 
-    public class MainThreadSynchronizationContext: ProcessSingleton<MainThreadSynchronizationContext>, ISingletonUpdate
+    public class MainThreadSynchronizationContext: VProcessSingleton<MainThreadSynchronizationContext>, ISingletonUpdate
     {
         private readonly ThreadSynchronizationContext threadSynchronizationContext = new ThreadSynchronizationContext();
 

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/Time/TimeInfo.cs

@@ -2,7 +2,7 @@ using System;
 
 namespace ET
 {
-    public class TimeInfo: ProcessSingleton<TimeInfo>, ISingletonUpdate
+    public class TimeInfo: VProcessSingleton<TimeInfo>, ISingletonUpdate
     {
         private int timeZone;
         

+ 1 - 1
Unity/Assets/Scripts/Core/Process/Module/Timer/TimerComponent.cs

@@ -53,7 +53,7 @@ namespace ET
         public object Args;
     }
 
-    public class TimerComponent: ProcessSingleton<TimerComponent>, ISingletonUpdate
+    public class TimerComponent: VProcessSingleton<TimerComponent>, ISingletonUpdate
     {
         /// <summary>
         /// key: time, value: timer id

+ 0 - 11
Unity/Assets/Scripts/Core/Process/Process.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 5a37343d77d2bf24dbbafb00d62d43ac
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Unity/Assets/Scripts/Core/Process/ProcessSingleton.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 18965850696bded4a8f67e6d0a83d082
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 29 - 34
Unity/Assets/Scripts/Core/Process/Process.cs → Unity/Assets/Scripts/Core/Process/VProcess.cs

@@ -1,75 +1,70 @@
 using System;
 using System.Collections.Generic;
-using System.Threading;
 
 namespace ET
 {
-    public class Process: IDisposable
+    public class VProcess: IDisposable
     {
         public int Id { get; private set; }
 
         public bool IsRuning;
 
-        public ISingletonScheduler Scheduler;
-
-        public Process(int id)
+        public VProcess(int id)
         {
             this.Id = id;
         }
 
-        private readonly Stack<IProcessSingleton> singletons = new();
+        private readonly Stack<IVProcessSingleton> singletons = new();
 
-        private readonly Queue<IProcessSingleton> updates = new();
+        private readonly Queue<IVProcessSingleton> updates = new();
 
-        private readonly Queue<IProcessSingleton> lateUpdates = new();
+        private readonly Queue<IVProcessSingleton> lateUpdates = new();
         
-        private readonly Queue<IProcessSingleton> loads = new();
+        private readonly Queue<IVProcessSingleton> loads = new();
 
         private readonly Queue<ETTask> frameFinishTask = new();
-        
-        private ThreadSynchronizationContext ThreadSynchronizationContext = new();
 
         private void Register()
         {
             this.IsRuning = true;
             
-            foreach (IProcessSingleton singleton in this.singletons)
+            foreach (IVProcessSingleton singleton in this.singletons)
             {
                 singleton.Register();
             }
         }
         
-        public T AddSingleton<T>() where T: ProcessSingleton<T>, new()
+        public T AddSingleton<T>() where T: VProcessSingleton<T>, new()
         {
             T singleton = new T();
             AddSingleton(singleton);
             return singleton;
         }
 
-        public void AddSingleton(IProcessSingleton singleton)
+        public void AddSingleton(IVProcessSingleton singleton)
         {
-            singleton.Process = this;
+            singleton.VProcess = this;
             
             singleton.Register();
             
             singletons.Push(singleton);
             
-            if (singleton is IProcessSingletonAwake awake)
+            if (singleton is IVProcessSingletonAwake awake)
             {
                 awake.Awake();
             }
             
-            if (singleton is IProcessSingletonUpdate)
+            if (singleton is IVProcessSingletonUpdate)
             {
                 updates.Enqueue(singleton);
             }
             
-            if (singleton is IProcessSingletonLateUpdate)
+            if (singleton is IVProcessSingletonLateUpdate)
             {
                 lateUpdates.Enqueue(singleton);
             }
 
-            if (singleton is IProcessSingletonLoad)
+            if (singleton is IVProcessSingletonLoad)
             {
                 loads.Enqueue(singleton);
             }
@@ -84,17 +79,19 @@ namespace ET
         
         public void Update()
         {
+            this.Register();
+            
             int count = updates.Count;
             while (count-- > 0)
             {
-                IProcessSingleton singleton = updates.Dequeue();
+                IVProcessSingleton singleton = updates.Dequeue();
 
                 if (singleton.IsDisposed())
                 {
                     continue;
                 }
 
-                if (singleton is not IProcessSingletonUpdate update)
+                if (singleton is not IVProcessSingletonUpdate update)
                 {
                     continue;
                 }
@@ -113,17 +110,19 @@ namespace ET
         
         public void LateUpdate()
         {
+            this.Register();
+            
             int count = lateUpdates.Count;
             while (count-- > 0)
             {
-                IProcessSingleton singleton = lateUpdates.Dequeue();
+                IVProcessSingleton singleton = lateUpdates.Dequeue();
                 
                 if (singleton.IsDisposed())
                 {
                     continue;
                 }
 
-                if (singleton is not IProcessSingletonLateUpdate lateUpdate)
+                if (singleton is not IVProcessSingletonLateUpdate lateUpdate)
                 {
                     continue;
                 }
@@ -140,27 +139,21 @@ namespace ET
             }
         }
 
-        public void LoopOnce()
-        {
-            this.Register();
-            this.Update();
-            this.LateUpdate();
-            this.FrameFinishUpdate();
-        }
-        
         public void Load()
         {
+            this.Register();
+            
             int count = loads.Count;
             while (count-- > 0)
             {
-                IProcessSingleton singleton = loads.Dequeue();
+                IVProcessSingleton singleton = loads.Dequeue();
                 
                 if (singleton.IsDisposed())
                 {
                     continue;
                 }
 
-                if (singleton is not IProcessSingletonLoad load)
+                if (singleton is not IVProcessSingletonLoad load)
                 {
                     continue;
                 }
@@ -179,6 +172,8 @@ namespace ET
 
         public void FrameFinishUpdate()
         {
+            this.Register();
+            
             while (frameFinishTask.Count > 0)
             {
                 ETTask task = frameFinishTask.Dequeue();
@@ -204,7 +199,7 @@ namespace ET
             // 顺序反过来清理
             while (singletons.Count > 0)
             {
-                IProcessSingleton iSingleton = singletons.Pop();
+                IVProcessSingleton iSingleton = singletons.Pop();
                 iSingleton.Destroy();
             }
         }

+ 11 - 0
Unity/Assets/Scripts/Core/Process/VProcess.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 490d7e982e85adf41a5bfd1307271d25
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 7 - 7
Unity/Assets/Scripts/Core/Process/ProcessSingleton.cs → Unity/Assets/Scripts/Core/Process/VProcessSingleton.cs

@@ -2,22 +2,22 @@
 
 namespace ET
 {
-    public interface IProcessSingleton: IDisposable
+    public interface IVProcessSingleton: IDisposable
     {
-        Process Process { get; set; }
+        VProcess VProcess { get; set; }
         void Register();
         void Destroy();
         bool IsDisposed();
     }
     
-    public abstract class ProcessSingleton<T>: IProcessSingleton where T: ProcessSingleton<T>, new()
+    public abstract class VProcessSingleton<T>: IVProcessSingleton where T: VProcessSingleton<T>, new()
     {
         private bool isDisposed; 
         [ThreadStatic]
         [StaticField]
         private static T instance;
 
-        public Process Process { get; set; }
+        public VProcess VProcess { get; set; }
 
         public static T Instance
         {
@@ -27,12 +27,12 @@ namespace ET
             }
         }
 
-        void IProcessSingleton.Register()
+        void IVProcessSingleton.Register()
         {
             instance = (T)this;
         }
 
-        void IProcessSingleton.Destroy()
+        void IVProcessSingleton.Destroy()
         {
             if (this.isDisposed)
             {
@@ -44,7 +44,7 @@ namespace ET
             instance = null;
         }
 
-        bool IProcessSingleton.IsDisposed()
+        bool IVProcessSingleton.IsDisposed()
         {
             return this.isDisposed;
         }

+ 11 - 0
Unity/Assets/Scripts/Core/Process/VProcessSingleton.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cedc4d05b6540084ab53a7ea50910ff2
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Unity/Assets/Scripts/Core/Game.meta → Unity/Assets/Scripts/Core/World.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 862fbc292c7137444a4100a0ef40fb6e
+guid: 9a0977baeb1c8c843b9f3bff411488ab
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 0 - 0
Unity/Assets/Scripts/Core/Game/IMessage.cs → Unity/Assets/Scripts/Core/World/IMessage.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/IMessage.cs.meta → Unity/Assets/Scripts/Core/World/IMessage.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonAwake.cs → Unity/Assets/Scripts/Core/World/ISingletonAwake.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonAwake.cs.meta → Unity/Assets/Scripts/Core/World/ISingletonAwake.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonLateUpdate.cs → Unity/Assets/Scripts/Core/World/ISingletonLateUpdate.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonLateUpdate.cs.meta → Unity/Assets/Scripts/Core/World/ISingletonLateUpdate.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonLoad.cs → Unity/Assets/Scripts/Core/World/ISingletonLoad.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonLoad.cs.meta → Unity/Assets/Scripts/Core/World/ISingletonLoad.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonUpdate.cs → Unity/Assets/Scripts/Core/World/ISingletonUpdate.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/ISingletonUpdate.cs.meta → Unity/Assets/Scripts/Core/World/ISingletonUpdate.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module.meta → Unity/Assets/Scripts/Core/World/Module.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config.meta → Unity/Assets/Scripts/Core/World/Module/Config.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigAttribute.cs → Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigAttribute.cs.meta → Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigComponent.cs → Unity/Assets/Scripts/Core/World/Module/Config/ConfigComponent.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigComponent.cs.meta → Unity/Assets/Scripts/Core/World/Module/Config/ConfigComponent.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigSingleton.cs → Unity/Assets/Scripts/Core/World/Module/Config/ConfigSingleton.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/ConfigSingleton.cs.meta → Unity/Assets/Scripts/Core/World/Module/Config/ConfigSingleton.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/IConfig.cs → Unity/Assets/Scripts/Core/World/Module/Config/IConfig.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/IConfig.cs.meta → Unity/Assets/Scripts/Core/World/Module/Config/IConfig.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/IMerge.cs → Unity/Assets/Scripts/Core/World/Module/Config/IMerge.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Config/IMerge.cs.meta → Unity/Assets/Scripts/Core/World/Module/Config/IMerge.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/BaseAttribute.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/BaseAttribute.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/BaseAttribute.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/BaseAttribute.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/EventAttribute.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/EventAttribute.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/EventAttribute.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/EventAttribute.cs.meta


+ 1 - 1
Unity/Assets/Scripts/Core/Game/Module/EventSystem/EventSystem.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/EventSystem.cs

@@ -107,7 +107,7 @@ namespace ET
                 }
             }
             
-            Game.Instance.Load();
+            World.Instance.Load();
         }
 
         public HashSet<Type> GetTypes(Type systemAttributeType)

+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/EventSystem.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/EventSystem.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/IEvent.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/IEvent.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/IEvent.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/IEvent.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/IInvoke.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/IInvoke.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/IInvoke.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/IInvoke.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/InvokeAttribute.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/InvokeAttribute.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/InvokeAttribute.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/InvokeAttribute.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/TypeSystems.cs → Unity/Assets/Scripts/Core/World/Module/EventSystem/TypeSystems.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/EventSystem/TypeSystems.cs.meta → Unity/Assets/Scripts/Core/World/Module/EventSystem/TypeSystems.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log.meta → Unity/Assets/Scripts/Core/World/Module/Log.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/ILog.cs → Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/ILog.cs.meta → Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/Log.cs → Unity/Assets/Scripts/Core/World/Module/Log/Log.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/Log.cs.meta → Unity/Assets/Scripts/Core/World/Module/Log/Log.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/Logger.cs → Unity/Assets/Scripts/Core/World/Module/Log/Logger.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/Logger.cs.meta → Unity/Assets/Scripts/Core/World/Module/Log/Logger.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/NLogger.cs → Unity/Assets/Scripts/Core/World/Module/Log/NLogger.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Log/NLogger.cs.meta → Unity/Assets/Scripts/Core/World/Module/Log/NLogger.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network.meta → Unity/Assets/Scripts/Core/World/Module/Network.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/AChannel.cs → Unity/Assets/Scripts/Core/World/Module/Network/AChannel.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/AChannel.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/AChannel.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/AService.cs → Unity/Assets/Scripts/Core/World/Module/Network/AService.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/AService.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/AService.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/Circularbuffer.cs → Unity/Assets/Scripts/Core/World/Module/Network/Circularbuffer.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/Circularbuffer.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/Circularbuffer.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/ErrorCore.cs → Unity/Assets/Scripts/Core/World/Module/Network/ErrorCore.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/ErrorCore.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/ErrorCore.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/Extensions.cs → Unity/Assets/Scripts/Core/World/Module/Network/Extensions.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/Extensions.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/Extensions.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/IPEndPointNonAlloc.cs → Unity/Assets/Scripts/Core/World/Module/Network/IPEndPointNonAlloc.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/IPEndPointNonAlloc.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/IPEndPointNonAlloc.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/KChannel.cs → Unity/Assets/Scripts/Core/World/Module/Network/KChannel.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/KChannel.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/KChannel.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/KService.cs → Unity/Assets/Scripts/Core/World/Module/Network/KService.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/KService.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/KService.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/MessageAttribute.cs → Unity/Assets/Scripts/Core/World/Module/Network/MessageAttribute.cs


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/MessageAttribute.cs.meta → Unity/Assets/Scripts/Core/World/Module/Network/MessageAttribute.cs.meta


+ 0 - 0
Unity/Assets/Scripts/Core/Game/Module/Network/MessagePool.cs → Unity/Assets/Scripts/Core/World/Module/Network/MessagePool.cs


Некоторые файлы не были показаны из-за большого количества измененных файлов